thanks for the tip. whenever i try to start with his dive kick, i end up getting thrown. i lost most of my matches because of that. any tips on how to punish moves like cammy’s drill and the low sweeps?
Yeah, I get that a lot myself too jedhimself. Start by working on the timing in practice then in matches mix it up with normal and cross up dive-kicks to throws and block strings. You can score a lot off this in the interim while you work on your timing. I still haven’t got dive kick > st.LK > st.HP xx HP Tornado timing down at all, but dive kick > st. HP xx HP Tornado is easier and combos too.
yeah. i usually do dive kick> st. HP xx HP Tornado, that is only when my dive kick actually connects or i don’t get thrown. If my opponent is in the corner i usually get them in an ultra, but its still not 100% perfect yet. I wanna know what moves to use to punish other characters moves. Moves like cammy’s drill kinda get annoying even though i block all of them, yet in the end i end up getting stuck in the corner. I really need help in finding moves that punish.
for the s.lk s.hp link…get that down…it give you so many options off the dive kick s.lk.
you could do the link to s.hp
go into c.lp’s
throw
overhead
dive again
all that just by adding the s.lk
when you hit s.lk watch rufus’s hair…there is a point that it creates an elbow and straightens out forward. as soon as the hair relaxes then hit s.hp…that was a visual cue i used to help me get it.
Yeah, I was having trouble with the s.lk to s.HP link as well. thanks for the tip frrrrrrrunkis, i’ll give that a shot.
The main issue i noticed with going straight to s.hp from a dive kick was that if the dive kick hit too high, the hitstun didn’t seem to be long enough to connect the s.hp after landing. I assume using s.lk doesn’t have this issue.
c.lk to s.hp is an 1 frame link right?
Seems a bit scary to rely on it since I often fuck it up, but it might just be me sucking.
i dont know how many frames it is…but just like qcf motions are second nature…the link will become second nature…you can run into the same problems if you dive kick to high…but the quick s.lk snuffs out stuff if their timing isnt perfect. its greatly improved my game being able to land that link.
here is a video of a rufus combo with the link in it. you can hear my button presses. maybe it will help.
[media=youtube]vO151uZnuGY&feature=channel_page"[/media]
I can do the link, but not consistently. I pull it off maybe every third or fourth time
I guess I’ll just need to practice the timing like hell.
Anybody know the specifics on roll>c.lk>jab galactic? I’ve also done it wit c.jab instead of c.short if I remember correctly.
The reason why I ask is, that I’ve done it from a deep and a far roll.
The roll’s gotta be counterhit, afaik.
tips to anti-air meaties on wakeup?
how reliable is lp serpent?
landed this today for a finish, dangerous combo if you get a live one in the corner.
Preciate it
I did this thing almost accidentaly while in training mode against Claw
Corner:
far std roundhouse, fragrance palm (–> + HP), HP snake strike, link Super/Ultra
I dont know if this shit works against other characters, (Works better after a LV3 FA or if the opp whiffs something)
does really good damage, kinda hard to land, but if you got the chance, go for it. Ill be testing more stuff tomorrow
Yeah, we were talking about that on the other general Rufus thread, except with MP Snake Strikes. I know that it doesn’t work against Zangief, the far st.RH whiffs. As I pointed out in the other thread it’s kinda a mix of two trial combos: one from Normal 4 (FA3 > st.HK > Fragrance Palm > Ultra) and Hard 4 (FA3 > Fragrance Palm > MP Snake Strike > Ultra).
cozeny… I’m pretty sure played you today!
and to contribute to this thread,
c.lp->EX tornado, not the c.lk will link off of counterhit glory kick(rufus roll)
vertical j.hp beats vertical blankaball, and stops a knockeddown dictator/claw from doing jumpy shit in the corner.
and i’ve been deliberating on whether or not a deliberate early divekick crossup in the corner is worth it. against i.e. bison. is it better to keep him in the corner, or make it so that any shit that he tries while I continue to dive kick will bring him forward.
my most annoying/hardest matches have been still: scrubby blanka -_-, c.lp mashing ryu/kens. I didn’t know their c.jabs were 3f startup till today. boxer matches for me are still 50/50. I’m forgetting why good wakeup crossup was bad
I don’t think so man, I was too busy peacing out zombies in Resident Evil and when I did play SF it was only practice against friends! Sadly I think the lag would be horrible between the UK and America on SFIV : /
Awesome thread changuillo. As I decided to main Rufus, so this guide will definitely help me play smarter as him. Rufus is the best new character in the game imo.
Question
What’s the best option on a blocked QCF KK? Should I go for the optional overhead/low or nothing and hope they don’t counter?
This is a situation where I don’t have enough meter to FADC backwards.
Seems like against a lot of characters, they will just uppercut you out of every followup. For those who can’t, you should just mix it up. the high-low options lose to focus->combo and the LK one doesn’t.